Zozzy
Zozzy
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- Zozzy
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I tried playing him after i saw this post and omg is he trash tier. By the time you get everyone infected and the vials gone the game is already over.
I played him heaps when the dlc* came out and i thought he was high B tier, but boons and general knowledge on how to vs him have sent him down to a solid D tier.
Trickster is more threatening and that says allot.
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wiggle macro.
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Now go back and asses the quality of the survivors you got in the 9/10 games and ask yourself. what did YOU do that made any difference? Just because some survivors are terrible and the game feeds you anything thanks to the q times and 1900 soft cap, doesn't mean that the game is "fair"
You see the real balance in the game when you get that 1/9 games where you get decimated and feel like there is nothing you can do. Imagine if there was no soft cap or time over quality with the mmr and all you got was good survivors. you would change your tune quickly.
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Survivors still expect you to 12 hook and keep everyone in the game as long as possible. Them telling you to let the last one go doesn't shock me.
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@SleepyWillo said:
Yeah this is infuriating for me.
I also want Docs zaps looked at. I zap, they scream, they drop a pallet, they vault the pallet and then vault back...?
wut?
This right here is why i never play doc any more.
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wow.
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None of this makes sense to what happens in game. The gif from the killers perspective with the pallet hit is what i see all the time (specifically against console users) but i do not get the damage state and instead get teleported and stunned. Perhaps the game acts differently at your exaggerated pings compared to the more sane and common pings of 20-80 ms?
I also get the killer is lagy but survivor isn't one with an almost instant stun the moment they tap the pallet. But again, i am at 20 ping so this doesn't make sense unless the game is lying about my ping.
Can you do a console vs pc test to see if something is iffy with the conversion between the platforms? I don't have many issues against pc users. Generally they are around the same ping as me, but console users are horrible to play against and usually fluctuate around 60-90 ping thanks to wifi.
This also doesn't explain the instances where you hit a survivor and there is a lengthy pause before they deadhard on your screen
Window hits are what ever.. The day they validate basic hits is the day killers start to quit faster than they already are. A 300ms ping killer is so rare and requires a vpn or program to get matched with them that it isn't worth punishing everyone else.
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When you play for fun and fair you will lose 9/10 times. When you make the experience miserable you only win because survivors let you and don't sit on gens while you camp.
That sums up the experiment.
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They only nerf killers if they are noob stompers. You know, have the potential to affect their bottom line by giving survivors with 10 hours a difficult time because they are easier to use.
Nurse doesn't get nerfed because new players suck with her and often get stomped when learning her, or provide a close game at least so the survivors don't feel to bad about themselves and quit.
Look at every recent nerf. All noob stompers while being trash tier at higher ranks.
Its obvious.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2740320#Comment_2740320
You are asking what the point of this is while clearly not even having read the actual post.
No, one is not taking the problem "away from one side and putting it on the other", the very point is that validation is server-sided, and as such taking the problem from affecting only one side (survivors) and moving it to the middle (the server), such that it equally affects both sides (killers and survivors). You are not getting DH or pallet stun validated on hits because the survivor has bad net, validation does not favour them for their latency. I can't make this any more clear.
Furthermore, I have already lined out in an earlier post that killers can actually compensate for latency just as well (or, again, unwell) as survivors. You may refer to that post. But I will even go further for you: I would argue killers are if anything more able to compensate for latency, because they can actually regularly just get a little closer to survivors before they attack in order to make sure they secure a hit, because they are faster than survivors. What's a survivor going to do against a killer that is faster than them and is also closer than they appear? Run away faster? Sure you'll say drop pallets early because, of course, there's always pallets around, but with that I again refer you to my earlier post in which I already addressed these very arguments. Here's a new argument that I invite you to take me up on though: A match of DbD consists of 5 players, 4 of which are survivors. Why would it not be objectively more fair to favour the 4 players on latency over the 1? That is of course beside the point that a server-authority hit system does not favour either side, but if we were to actually do what you falsely assume BHVR did do, and take hit authority away from the killer perspective and shifted it to the survivor perspective - why would that not be more fair, given that now 4 players are not being screwed over by latency, rather only 1?
Killers do indeed have options to deal with the problem, and sure they aren't great options, but neither are the options survivors have. The effect latency has on multiplayer games and how you play them sucks, latency sucks. The point is that with regards to hits, currently and for the past 5 years, latency has only sucked for survivors completely one-sidedly. Making things more fair would indeed make it affect both sides, of course changing killers from not being affected at all to being affected, but not only is that objectively more fair (and secure and healthy), but in that reality players at least only have to play around their own latency, rather than the combined total of both their own and their opponent's latency (which is currently the case for survivors).
I do have to say overruled DH/stun hits due to server-side validation are fine, yes. Just like instances of survivors dying despite having actuated DH/stunned the killer in time on their screen are fine, since their latency prevented their action from being validated by the server. Because that is dealing with latency as fairly as possible. Latency is the not-fine thing here, and for all hit interactions that are not validated on the server, it is totally not fine for survivors. Look at the clips I posted. A killer with 400+ms hitting a ~30ms survivor 2m after they vaulted a window or pallet. That is disgusting.
Wow, you actually said to just bait out the deadhard. i see what i am talking to now.
Validation has taken the problem from the side that has options like dropping the pallet one loop early or using the deadhard early for distance to reach safety (all positive things for them and their team) and unintentionally put it on the side that needs accurate information to react to what the survivor is doing and who's only option is to respect every pallet and never take risks leading to 5 gen chases.
Survivors have always been able to react to my attack with deadhard because my ping is stupidly low so it is nothing new to me. The problem is i am being punished by lagy survivors and their trash ping is now my problem when it never was before. Validation is a one way street that is only beneficial to the survivor side.
Where is grab validation? Gen grabs should be rewarded with 8k points because they are so impossibly rare to the point where i was watching a streamer who sat on a gen and watched the killer stretch out their arm before letting go of the gen. The game reversed the grab and changed it to a hit allowing them to finish the gen in the killers face for adrenaline. How is that in any way fair to the killer?
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@GillyBeannn said:
When the skillchecks were introduced for the second hook stages, people were okay with it, but now that it's being added for wiggling, it's like the worst thing in the world?
First off, the great skillcheck only takes 1 second off for how long you can wiggle for, that's it. Not that game changing, so it's nothing OP. And Second, it's a mechanic introduced to people with accessibilities, and so you don't need to continuously smash your A and D button, or jerk your joystick back and forth, so it's no longer a problem for the platforms that you play on. And another thing too, is that hitting great skillchecks while wiggling increases your survival BP by a lot, and that's usually the hardest category to get the most BP out of, so I see this as a win.
I for one am glad with this change, and I can't wait for this to come to the live servers,
1 second is massive. There are so many last second hooks that won't happen now.
These devs are bias towards the survivor side and this update just solidifies it. Noobs have been crying and whining about "wiggle does nothing" for ages and the response has always been that you are not meant to wiggle off the killers shoulder and it is just there to prevent going to the basement every hook.
A non bias dev team would have made sure it was the same time to wiggle.
Well it looks like the cries have finally been heard and they are reducing wiggle time and buffing a perk (they won't change it) to make it even worse for killers.
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no
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@dugman said:
The devs posted this week that they aren't overlooking Circle of Healing, they're just still gathering data on it. Basically they have a process where they release something, collect data for at least a few months to give things time to settle a bit, and then make a balance pass. We're still in the stage where they're collecting data while things settle when it comes to Mikaela and her perks and add-ons, including Circle of Healing and Boons in general. So maybe we'll see something in the patch around March? 🤷♂️
They didn't let pinhead settle before they nerfed him.
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So what's the point of this?
the problem with hit reg is that you took the problem away from the side that has a choice on when to use deadhard and when to drop a pallet and put it on the side that needs accurate information to react.
If i walk up to a survivor to try bait out a deadhard then i need accurate info so i know when i can or can't attack. Same with pallets, i know i should get the hit on my screen so i attempt to hit the survivor and risk taking the stun. The problem is i don't know how trash tier the survivors net is that i am attacking so i am not being fed accurate info and i take a stun and waste time instead.
They moved the problem from the side with a choice and multiple options to the side that has no choice or options.
Are you really going to tell me that the validation videos shown on this forum are fine? the ones where they hit the survivor and then there is a delay before they deadhard. Its disgusting.
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SBMM is indeed a little janky as killer. I have been going on massive winning streaks while i raise my mmr back up after tanking the ever loving hell out of it, and i will randomly get a team fully readied up and waiting the moment i load in. If they are not console or private i look at their profiles before the game starts and can see they are a fully loaded 4 man.
Guess how the game goes against me with my sound off and music playing with only corrupt as gen defence.
So i get my buttocks handed to me and move onto the next game and its as if my mmr has been downgraded 20 levels with the most potato of survivors (people with 200 hours).
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Come on man.. that requires thinking. You know most survivors are running on auto pilot or speaking to twitch chat while doing gens. IT would be way to stressful to actually do an action in game and.. let go, oh my god...
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Is tru3 bad or does he just not want to sit at a hook like the others?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2737439#Comment_2737439
Got it, always thought power creep was just only where the new stuff is a lot better than the old
It normally is but they just happened to reach the peak with the original perks. COH is a good example of what happens when they make equal or stronger perks.
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isn't the mmr tied to your highest killer and can't stray far from it? Say i am 1900 on the twins and i try to play trickster. The lowest i can go is 1500 or something as long as the twins stay where they are.
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Don't look at what the killer did but what the survivors did. That's all i have to say about the comparison.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2737228#Comment_2737228
With your question on Power Creep, actually- is there Power Creep in the game? If you remove Circle of Healing from the equation, because ######### that perk I cannot wait for it to be nerfed into the ground, the survivor meta is essentially just... Old perks. Dead Hard/Sprint Burst, Iron Will, Borrowed Time, Unbrekabalr, Decisive Strike, Adrenaline, etc. They're all old perks while newer ones are mostly situational at best, with no chance of being better than the Old Ways™.
Even if we include COH, that's an outlier in the trend and not a consistent pattern.
Thats why it is a power creep. Nothing is worth taking over the old perks because nothing is better than self sustaining free handouts. They can't make anything better because it would break the game even more.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2737375#Comment_2737375
Are you saying people with high MMR dont use ruin?
If the survivors are high mmr then ruin doesn't last past the 1 minute mark. There is only 2 killers that may get to use it but even then you are lucky if someone doesn't spawn on it.
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@Marigoria said:
Just because something is used a lot doesn't mean it's OP and needs a nerf.
I see BBQ and ruin on 99% of my matches and I dont think they need to be nerfed.
Pinky Finger was an issue, but I do agree that clown needs another rework, because the one they gave him a while ago didn't really improve anything at all. He still lacks map pressure and is still one of the weakest killers in the game.
You still see ruin? how low is your mmr?!?!?!!
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Another "gens are not people so its fine" person.
Rushing gens and coordinating location/ totems etc is taking away the killers gameplay and making the game boring and painful. Solo players are fun because they screw up and waste time with multiples going for the save etc while swf are like going against a robot where the game is already worked out and all you can do is hold W and get a couple of hooks before the game is over.
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If you have a perk that binds the killer for 5 minutes after every gen and it is a meta perk, you don't diversify the meta by bringing out or buffing other perks to the same or a higher level.
There is a power creep problem with this game and NOTHING will be worth taking while the top meta perks give a free life or take away the killers ability to do their objective. They need to nerf the top perks to make the other perks a better option.
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Hey, a fellow no audio user.
@ op. just accept the game is busted and play chill. If the survivors want to sweat and abuse the horrific tile layouts and coms, just watch youtube while lazily walking around and occasionally hitting someone if they let you. You will eventually get survivors that are "easier" as in not using coms and stretched with filters.
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Something balance decisions should not be made around.
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Sad part is hitting someone directly with a bottle is only the survivors fault. Even if the clown has his finger up your bot there is a substantial delay on the bottle hitting. Simply wiggling will prevent the bottles landing a direct hit.
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@GuyFawx said:
Its lag tbh when it doesnt seem to work. The servers seem to be having a bit of stress the past few days
How is plainly seeing someone throw it on the ground and just looking up lag?
There was no timing to it and i saw them drop it and instantly looked at the sky while waiting for it to go off but it hits anyway. The blind radius needs to be toned way down and new survivors told to get good. Not be handed ez blinds because a flashlight is too hard.
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@GoodBoyKaru said:
Honestly it being killer specific would make a lot of sense. I've done the exact same trick with the exact same reaction from a Demo, Spirit, and Pig, but only the Demo was blinded (all three were looking directly upwards with their back to it).
I fear this is an issue with every firecracker, not just Flashbangs, too.
They tried to make it 20 hour noob friendly and gave it an insane blind radius. I guess it was their answer to noobify flashlight saves after the shameful qol update they did and everyone, even survivors told them it was bad.
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What did you expect? the devs look at numbers and nothing else.
They saw that twins and nemesis use these two addons in 99.99% of their builds (because they are the only ones that do anything) and just assume they must be op and nerfed for "diversity".
You need to actually play your game or hire someone that does, to understand it beyond the numbers and these developers clearly don't.
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Wasn't it because people were paring it with pig lunge?
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Boil over is to much. why the hell are we giving survivors more ways to get out of the killers grasp?
The game is already having problems with killer qol and they are just making it worse.
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Their stats showed people always used them so they assumed they were op and nerfed them for no reason.
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I didn't know someone got harassed with it. I just wore it to trigger racist people that can't see past the colour of someones skin and it looks nice with the p3 bubba gear.
Personally i don't even notice if someone is using it when i play survivor because i don't care who or what you are if you are a decent person.
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@ShinobuSK said:
I wonder how much info they let us see and how much it will make average survivor stronger just by default.
Considering you get teammates who can read, that is
Not much. The important information is who is going for the save so the others don't waste time and can maximise gen efficiency. Solo fails so hard because multiple people go for the same save giving the killer extra time that a swf won't.
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It isn't enough... Players need to be able to call out or ping what they are doing.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2725398#Comment_2725398
So to put it mildly, you agree that the two killers are fairly designed, but just because that they're not viable you mentally switched off?
What I'm getting is that you believe viability worths more than fairness then, huh.
That's ironic, cuz I'm constantly seeing posts regarding how survivors are always running the most viable perk, Dead Hard and yet the killers are always complaining about how it's unfair.
Strip everyone down to nothing and survivors still have the edge over most of the killer cast. There are deep rooted issues with the core of this game that the developers need to address.
They would be fair in a well balanced game. The problem is that this is not a well balanced game and the state of survivor is not fair to the killer.
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Saw this ages ago and mentally switched off when he started going on about oni and plague being fair and well designed killers. They may be the ideal killer design, but they are far from viable at decent ranks in the current state of the game.
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Nothing would change. Survivors would just play super safe and focus gens even harder and killers would have nothing to delay them.
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In b4 people talk about player skill and divert attention away from SWF and what it breaks.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2724674#Comment_2724674
Depends what QoL improvements you have in mind.
I mean, if you change loops etc. she doesn't care.
You could actually do it in a way to nerf her and just make more tall loops, so it's easier to break line of sight.
more tall loops = every range killer becomes useless. Its bad enough on farm maps where almost every loop is anti range while giving survivor los.
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Can't exactly do anything when they spoof their hwid and ip. We just need a quicker way to get them banned.
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They made it obvious when they started using survivor lingo in patch notes and called moris toxic and keys an interesting mechanic on stream.
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MMR hell. The rank system is so over simplified that once you get stuck in the lower ranks you can't get out. Contrary to popular belief this is a 4v1 game that requires the team to escape, and not a 1v1 like survivors are demanding it be balanced around.
If nobody does gens and goes down in 5 seconds then how are you supposed to escape out the gates? The hatch gets you nothing towards mmr now thanks to noobs just hiding in a locker with a key all game..
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2722720#Comment_2722720
https://us.v-cdn.net/6030815/uploads/ONYVQ01JP5AL/bruh2.png
https://us.v-cdn.net/6030815/uploads/F1YHKKPR0RD5/bruh.png
It's literally easily provable. I don't have to make up things and even though i don't owe you proof, I can ALSO show you that I've got the adept achievement on the killer you claim I've never played (and every killed aside from the newest 2) which any killer main can tell you that getting that double pip isn't always easy for a number of reasons.
Got anything else?
Adept can be earned while half asleep below old red 1 rank because it required less to get the result.
R1 killer wasn't exactly that hard pre mmr and still isn't that difficult to reach but it does show you played A killer.. no idea what one but it was one of them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2722447#Comment_2722447
not the OP but honestly i don't feel much different- since they fixed that one sound bug he's felt very nice to play imo. it probably feels slow because you're used to, like, every other attack in the game having a much quicker travel time.
Nah, i played him heaps when he came out and a bit after the nerf here and there. I play without sound because i would rather vibe to music and relax so the "sound bug" was never noticed by me anyway. I swear the travel time of the attack is slower and the pause before i can shoot is longer. Although as op said, sometimes it is faster for no reason.
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Since you were a pp head main. Did you feel like they changed the speed of his attack? I came back to him after ages and it feels so slow.
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@VaJaybles said:
There's like 5 of us... Please leave us alone lol
6, He is the only killer i can be bothered playing atm. Everyone else seems limited or buggy (nurse). As long as you have bamboozle you can mitigate most of the agonizing loops.
Blight.. i want to relax, not be throwing my mouse around and face planting objects while moving the camera around to bug the game out and slide on them...
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@GoodBoyKaru said:
It feels awful playing anti-loop killers, too, because you just get the W Squad.
You get both as a non anti loop. It just depends how they feel.